{"title":"Development of interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching emotion analysis","authors":"Jia Liu","doi":"10.1016/j.entcom.2024.100884","DOIUrl":"10.1016/j.entcom.2024.100884","url":null,"abstract":"<div><div>With the rapid development of information technology, virtual reality (VR) and game teaching have gradually become an important tool in modern education. As a universal language, the innovation of English teaching methods is particularly important. This study aims to develop an interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching to enhance students’ learning interest and effect. By combining virtual reality technology with game teaching method, this paper designs and develops a set of interactive English e-learning video entertainment teaching platform. The platform uses emotion analysis technology to monitor students’ emotional state in real time and dynamically adjust teaching content according to emotional feedback. The results showed that the experimental group of students in English learning performance is significantly better than the control group, learning interest and participation is also significantly improved. Emotion analysis data showed that students in the experimental group showed more positive emotions when using the platform, and their learning pressure was significantly reduced. The interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching not only improves the learning effect of students, but also significantly improves their learning interest and participation.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100884"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142191072","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Kailash Kumar , Veena N. , T. Aravind , Chandradeep Bhatt , Uma Kuppusamy , Parita Jain
{"title":"Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software","authors":"Kailash Kumar , Veena N. , T. Aravind , Chandradeep Bhatt , Uma Kuppusamy , Parita Jain","doi":"10.1016/j.entcom.2024.100862","DOIUrl":"10.1016/j.entcom.2024.100862","url":null,"abstract":"<div><div>Efficient artificial intelligence (AI) in gaming software optimizes development, improves user experiences, and increases industrial production, all of which contribute positively to economic development and technical advancement. Possible drawbacks include employment displacement, ethical problems, algorithmic biases, and excessive reliance on AI; everyone has an impact on society’s dynamics and principles. In this study, we proposed a novel method called Fine-Tuned Ring Toss Game Optimization Adaptive Artificial Neural Network (FRTGO-AANN) to improve user experience in game software, examine social implications to promote ethical growth, explore AI transformational significance in games, and shape new game-play. In this research, we employ a dataset of 250 video game projects. The collected data are undergoing feature extraction by using a Principal Component Analysis (PCA) method. We used a few parameters for our suggested and current approaches to analyze the research’s findings. Our proposed FRTGO-AANN method achieves superior results like accuracy (96.7 %), precision (92.5 %), F1-score (95.3 %), recall (90.6 %).AI in gaming software represents a game changer, transforming user experience, narrative intricacy, along with the world of virtual reality. It has a profound social influence, altering entertainment and promoting innovation, along with difficult ethical considerations.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100862"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141947902","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Design and development of a gamified cognitive training program targeting executive functions for older adults","authors":"Lan Nguyen, Karen Murphy, Glenda Andrews","doi":"10.1016/j.entcom.2024.100892","DOIUrl":"10.1016/j.entcom.2024.100892","url":null,"abstract":"<div><div>With increased population aging, cognitive training has emerged as a popular intervention for combating age-related cognitive decline. Considering the purpose of cognitive interventions, the development of cognitive training programs typically focuses on properties that may enhance cognition, often neglecting the key element of user engagement. Consequently, many cognitive training studies have reported poor adherence and high participant attrition. To increase the likelihood of long-term cognitive benefits, there must be sustained use of the intervention (i.e., good training program adherence). Utilizing a <em>research-through-design</em> approach, this paper presents the design and development of a cognitive training program for older adults. Specifically, the primary focus was on outlining a conceptual framework for developing this program, which draws from gamification principles to foster motivation and enjoyment, as well as cognitive plasticity and transfer principles to foster cognitive engagement. Overall, the program encompasses gamified, adaptive, multidomain training of core executive functions (working memory, inhibitory control, and cognitive flexibility). This program will be the basis for future works exploring older adults’ experiences and preferences of cognitive training, and evaluating the efficacy of multidomain executive functions training in enhancing cognition and well-being in older age.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100892"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143104273","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ana Lavalle, Miguel A. Teruel, Alejandro Maté, Juan Trujillo
{"title":"Study of gender perspective in STEM degrees and its relationship with video games","authors":"Ana Lavalle, Miguel A. Teruel, Alejandro Maté, Juan Trujillo","doi":"10.1016/j.entcom.2024.100889","DOIUrl":"10.1016/j.entcom.2024.100889","url":null,"abstract":"<div><div>At present, even though gender equality is an important matter of public interest, there are still areas in higher education where male presence is overwhelming. We refer to STEM (Science, Technology, Engineering, and Mathematics) studies in general and Computer Engineering in particular where there is only 16% of female presence in Spain. This fact made us think about the reason for this inequality. We attempted to answer such questions by means of a survey filled out by 138 students of STEM university degrees. Thanks to this survey, we have been able to understand the motivations and opinions of the students of STEM degrees regarding gender perspective. Our study highlights the possible influence of computer and video game use on enrollment in STEM degrees. Furthermore, it points out the differences between men and women in computer science skills before they start their studies. The answers provided by the surveyed women showed a correlation between women who play video games and those who get better grades. In addition, women who play video games feel more integrated into STEM degrees. Finally, differences were found in gender perspective between the male and female participants.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100889"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143104274","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Research on digital entertainment technology and gaming methods based on hidden Markov models in English e-learning classroom mode","authors":"Yiping Tang , Jiajun Liao","doi":"10.1016/j.entcom.2024.100856","DOIUrl":"10.1016/j.entcom.2024.100856","url":null,"abstract":"<div><div>The traditional English teaching mode often has the problems of students’ low interest in learning and lack of motivation in learning. The introduction of digital entertainment technology and game methods can increase the interest and interaction of learning, improve students’ participation and learning effect. Therefore, this study aims to explore the application of digital entertainment technology and game methods in English E-Learning classroom. By using hidden Markov model as a research tool and combining quantitative and qualitative empirical research methods, a series of English E-Learning classroom activities based on digital entertainment technology and game methods are designed. Using digital entertainment technologies and game methods to increase student engagement and interest, learning in an entertaining and educational environment to become more active and engaged in the classroom. The hidden Markov model provides targeted teaching strategies and suggestions by modeling and predicting students’ behavior. The analysis results of hidden Markov model also verify the positive impact of digital entertainment technology and game methods on English learning.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100856"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141947834","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The effect of gamified learning monitoring systems on Students’ learning behavior and Achievement: An empirical study","authors":"Deming Li , Wang Jianxing","doi":"10.1016/j.entcom.2024.100907","DOIUrl":"10.1016/j.entcom.2024.100907","url":null,"abstract":"<div><div>Using digital educational games is a promising method to improve student learning outcomes. The research has focused on understanding how these systems affect learner behaviour and performance. This study analyses 22 gamified learning monitoring systems from the last ten years and their influence on students’ behaviour and academic achievement. The results indicate a significant positive relationship, demonstrating that gamified learning systems moderately improve student engagement and learning performance. These findings suggest that gamified learning tools can be effectively integrated into educational environments to enhance student outcomes. These insights highlight the value of investing in and adopting gamified approaches for educators and policymakers to boost engagement and improve overall academic achievement. Future research should optimize these systems for various educational settings and student populations to improve their effectiveness.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100907"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143171730","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Günter Wallner , Aakash Johry , Marnix van Wijland , Regina Bernhaupt , Simone Kriglstein
{"title":"Play, watch, analyze, repeat: How do players develop competitive gaming skills?","authors":"Günter Wallner , Aakash Johry , Marnix van Wijland , Regina Bernhaupt , Simone Kriglstein","doi":"10.1016/j.entcom.2024.100908","DOIUrl":"10.1016/j.entcom.2024.100908","url":null,"abstract":"<div><div>Players usually have a strong desire to improve their game-specific skills to perform well in a game. A desire which has been further reinforced by the increase of multiplayer games and the rise of competitive gaming. While research on learning through games is extensive, work on how players gain expertise in competitive games is less common. This paper presents an exploratory mixed-methods study examining how players learn to play video games across three competitive game genres and which factors influence their self-efficacy. Our results show that the approaches to learning as well as influential factors on self-efficacy are largely independent across the investigated genres. Moreover, learning to play extends beyond the act of play itself and is strongly reflective and social. Based on the results, we discuss high-level characteristics of learning and self-efficacy which can serve as a starting point for future research and design interventions aimed at supporting learning processes of players.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100908"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143171731","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A constructive approach to strategy game map generation","authors":"Emre Önal, Abdullah Bulbul","doi":"10.1016/j.entcom.2024.100886","DOIUrl":"10.1016/j.entcom.2024.100886","url":null,"abstract":"<div><div>Designing strategy games poses unique challenges due to the complicated nature of the genre where balancing game elements is a major concern. Maps in strategy games commonly contain elements such as resources to gather and buildings with different capabilities, playing a crucial role in the game life cycle. Resource and base placements must be done carefully. It is difficult to design maps manually and even harder to design multiple variations. This study presents a method for procedurally creating strategy game maps. A strategy game was developed and used as a test-bed for the study. A constructive approach is followed in the main steps of the algorithm design and a novel procedural noise function is used together with a uniform stratified sampling method to create and distribute the resources. Then eligible base locations are detected and scored according to a fitness function that defines how favorable a location is. These scores are used to place bases appropriately. The algorithm is evaluated using simulations and a small-scale user study is conducted at the end. The proposed method is capable of creating playable, diverse, and fair maps and is fast enough to work at runtime.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100886"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143171376","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jerald C. Antonio , Ardvin Kester S. Ong , John Francis T. Diaz , Maela Madel L. Cahigas , Ma. Janice J. Gumasing
{"title":"The perceived risk and return, curiosity, and control analysis of online gambling intention among Gen Z and Millennials using extended UTAUT3","authors":"Jerald C. Antonio , Ardvin Kester S. Ong , John Francis T. Diaz , Maela Madel L. Cahigas , Ma. Janice J. Gumasing","doi":"10.1016/j.entcom.2024.100918","DOIUrl":"10.1016/j.entcom.2024.100918","url":null,"abstract":"<div><div>The rapid ascent of online casino gaming has become a game changer for the gambling industry in the Philippines. This trend poses challenges for traditional casinos in the Philippines, requiring adaptation to attract younger players for business sustainability. Moreover, there is a lack of studies when it comes to diversity in culture, initiation and maintenance, as well as analysis on individual stimulation and triggers for gambling, which this study aimed to fill. This study analyzed key factors influencing online gambling intentions among Generation Z and Millennials using higher-order Structural Equation Modeling with the extended higher-order reflective construct of the Unified Theory of Acceptance and Use of Technology 3 (UTAUT3) framework to effectively explained online gambling behavior. Testing the causal relationship among 408 valid responses using the SMART-PLS v4 software, it was seen that performance and effort expectancy, habit, social influence, hedonic motivation, personal innovativeness, price value, and facilitating conditions showed significant relationships with online gambling behavioral intentions. It has been presented that control have no significant relationship on online gambling behavioral intention of consumers, revealing that respondents may have no self or financial control while using online gambling platforms. Moreover, curiosity alone is not a strong motivator for consumers to participate in online gambling activities. Based on the results, the respondents do not perceive curiosity as a primary driver for their intent to engage in online gambling activities. This study provides valuable theoretical insights into the motivations and perceptions driving online gambling among younger generations, offering a comprehensive understanding of the market dynamics and potential policy implications for regulating online gambling activities. Moreover, practical implications were created for developers to clearly depict and align behavioral intention for online gambling.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100918"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143104621","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Cognitive effect of product-based animation on interface aesthetics of web-based stores","authors":"Emin Sertaç Ari","doi":"10.1016/j.entcom.2024.100895","DOIUrl":"10.1016/j.entcom.2024.100895","url":null,"abstract":"<div><div>The increasing internet penetration and the convergence of the online population with the world population highlight the significance of user experience and marketing strategies in the digital landscape. Businesses aim to enhance their online marketing activities, while users seek ease of use, entertainment, and satisfaction from websites. In this context, web animation has emerged as a critical tool for capturing the attention of online consumers. Web animation, defined as “any kind of movement on websites,” has gained prominence due to improved internet speeds and software tools. However, its precise implications for consumer attitudes remain unclear.</div><div>This paper delves into the impact of product-based web animation on consumer perceptions, specifically aesthetics, entertainment, satisfaction, loyalty, and ease of use. The research investigates whether product-specific animations can mitigate the potential negative effects of web animations and enhance their attraction to online users.</div><div>The study draws on various hypotheses and employs statistical analyses to explore the influence of product-based animations compared to static websites. It finds that product-based animated websites have a more positive impact on consumer perceptions of entertainment, satisfaction, loyalty, and ease of use, while the effect on aesthetics is not statistically significant.</div><div>These findings provide valuable insights for web designers and digital marketers, emphasizing the potential of product-based animations to improve user satisfaction and loyalty in e-commerce settings. The study also highlights the need for further research to explore the impact of animation on purchase intentions, consider mobile interfaces, and analyze animation effects across different user profiles and geographic regions, offering promising avenues for future investigations in this evolving field.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100895"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172231","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}